new Handle:g_FallDamage = INVALID_HANDLE
new bool:gBlockFallDamage = false

//-------------------------//
// On Take Damage function //
//-------------------------//
public Action:OnTakeDamage(client, &attacker, &inflictor, &Float:damage, &damagetype)
{
	if (gBlockFallDamage)
	{
		if ((damagetype & DMG_FALL) && (attacker == 0))
		{
			return Plugin_Stop
		}
	}
	return Plugin_Continue
}

//--------------------------------------//
// Here we set falldamage true or false //
//--------------------------------------//
public FallDamageChanged(Handle:convar, const String:oldValue[], const String:newValue[])
{
	if (StringToInt(newValue) == 1)
	{
		gBlockFallDamage = true
		PrintToServer("[SM] Block Fall Damage ON.")
	}
	else
	{
		gBlockFallDamage = false
		PrintToServer("[SM] Block Fall Damage OFF.")
	}
}